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Old 01-27-2011, 01:30 PM   #1 (permalink)
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Alliance Male Gnome Warrior Level 85

Join Date: Dec 2010
Posts: 156

Character Info
Name: Guruforhire
85 Gnome Warrior
Server: Shandris
Guild: Fidelis
Profile: My WoW Armory
Talent Spec: 7/3/31
Default Luskan's WotLK Raid Guide: Ulduar: Mimiron

Phase 1: Leviathan Mk II
Smaller copy of Flame Leviathan, there's four main abilities:

•Proximity Mines: he drops these in a circle around him periodically - they blow up for 16k damage if you walk over them. They're pretty small and hard to see.

•Napalm Shell: used frequently on a random member in the raid. It hits one person (and splashes around them) for Fire damage and leaves a Fire DoT ticking on them for 6 seconds. Raid has to be spread out and this needs immediate healing.


•Shock Blast: Deals 100,000 damage in a 15-yard circle around him. The tank and melee must run out when it happens. Cast about once every 30 seconds.


•Plasma Blast: He casts Plasma Burst, which is major damage on the MT. Needs lots of healing and probably tank cooldowns. Cast about once every 30 seconds.


Plasma Burst and Shock Blast alternate, he never can cast both at the same time.

His melee damage is low.

On 25-man, we spread out the raid. On 10-man, we grouped up the raid into a third of the room (everyone spread at least 5 yards apart) and the tank simply moved along the line of the raid, so he wasn't moving Mimiron any further away from the ranged when he had to move to avoid Shock Blast.

Healers need to be alert to heal Plasma Blast.

Napalm Shell is also very high damage and the raid needs to be spread out so only one person gets hit.

Melee need to be very careful when moving in and out of range, as a couple of mines will one-shot them.

Phase 2: VX-001
Raid spreads out in a circle around him but relatively close together. There is no aggro here.

•Rapid Burst: Most of Phase 2 is him spamming this on random raid members. It deals about 3500 damage each hit.

•Heat Wave: He also pulses Heat Wave; unlike the spell description, it's merely a dot and easily healable even if the whole raid eats it.


•Spinning Up: When he starts casting this, the raid needs to move away from his frontal cone, as he's about to start casting....:


•P3Wx2 Laser Barrage: like Lurker's Spout, everyone needs to be away from him when he casts it. He always turns clockwise, and it's less than a 180 degree turn.


•Rocket Strike: Fairly infrequently a targeting circle will appear on the ground (it can be hard to see) and 3 seconds after that, everyone still in that 3-yard radius will take 1,000,000 damage.


Healers should be evenly spaced around the circle to cover the entire raid, with the ranged dps between them.

Mimiron will frequently use Rapid Burst, a conal effect. Therefore the raid needs to be close enough for heals, but spread out enough to minimize damage.

He also casts Heat Wave, but as of its current implementation the damage is low and it's easily healable.

When you see Spinning Up, everyone needs to get away from his front face so they don't get one-shot by P3Wx2 Laser Barrage. It's very easy to avoid however, since you have a lot of warning, it moves slowly, and it doesn't even cover a full circle.

He casts this once or twice during the phase.

During all of this phase, you’ll see small targeting circles appear on the ground. Think of these like void zones – a few seconds after they appear Mimiron will cast Rocket Strike, which hits for one million fire damage in a 3-yard radius.

Phase 3: Aerial Command Unit
He's in the air, unhittable by normal melee. He needs a ranged tank who can handle 9k bursts every 3-4 seconds (2250-3000 dps.)

His main ability is Plasma Ball, which is spammed every 3-4s on his highest aggro target for ~9k Spellfire damage.

He summons three types of adds in this phase:

•Assault Bots have 500k hp and hit pretty hard. They put a debuff on the tank called Magnetic Field that increases damage taken by 30% and roots the tank (can be dispelled). Additionally when they die, they drop an item called Magnetic Core.

•Junk Bots are just that, weak melee damage, not even sure what their purpose is.


•Bomb Bots just wander into the raid and blow up for 5k Fire damage on Normal and 10k damage on Heroic, no real melee damage to speak of. They must be avoided for one of the Mimiron achievements.


During this phase Mimiron will be up in the air, out of reach to normal melee. He’ll need to be tanked by a ranged DPS with high threat capabilities, so hunters or warlocks would seem to be the best candidates. Mimiron will frequently be casting Plasma Ball on this target. This is most difficult phase of the first three, it’s a DPS check to bring Mimiron down before you become overwhelmed by adds.

We created two clumps for this phase, a ranged DPS class and a melee/tank clump. Done right the ranged clump should take almost no damage, whereas the melee clump will require a fair amount of healing.

You’ll see green and red beams appear around the room throughout this phase. They are the spawn points for his adds.

Assault Bots are most dangerous of the three. They are tankable on Normal, likely not on Heroic. On Heroic these Bots need to be kited Vashj-style. Healers will need to be ready to dispel Magnetic Field off anyone it’s applied to, and on Normal, the tank will soaking quite a bit of damage.

When Assault Bots die, they drop a Magnetic Core. The tooltip on the item indicates it should be dropped under Mimiron, causing him to descend and take 50% more damage for some length of time. This aspect of the fight was bugged and completely nonfunctional during our first test.

Bomb Bots are infrequently summoned by Mimion. They run to their highest aggro target and explode for large Fire damage. Can be kited and killed.

Junk Bots are just that. They have low hp, very weak melee, and will likely be killed by random AoE damage put out by your raid. They spawn semi-frequently throughout this phase.

Phase 4: V0-L7R-0N
This phase is all three previous types stacked on top of each other, each with their own HP and own aggro. Bottom is Leviathan, middle is VX-001, head is Aerial Command Unit.

You have: Proximity Mines, Shock Blast, Spinning Up/P3Wx2 Laser Barrage, a new version of Rapid Burst called Hand Pulse, and Plasma Ball.

The body and head have separate aggro, all three sections have to be killed before the first-to-die section completes its "self repair." This phase is just a crazy DPS/healing burn. Melee has to avoid mines/Shock Blast.

Note: P4 has the aggro tables still from the previous phases, so if a tank died in an intervening phase, he won't have aggro immediately when P4 starts.

If you still have bots up from Phase 3 you need to kill them during the phase transition.

During this phase Mimiron will summon all three vehicles to himself and combine them into one large vehicle with a combination of abilities from the previous three. The vehicle is three separate units, Bottom (Leviathan), Middle (VX-001), and Head (Aerial Command Unit). All three sections start at 50% HP, and all must die within 5-10s of each other, otherwise they will self-repair to 50% hp. The middle section has no aggro, the bottom has its own aggro (a tank), and the head has its own aggro (a ranged DPS again).

This phase is a crazy DPS/healing burn with a lot of things happening at once.

You’ll be dealing with Mines and Shock Blast from the Leviathan, so your melee will need to be especially careful.

The VX-001 will be spamming Hand Pulse, which is essentially a renamed version of Rapid Burst. The raid will be taking constant damage from this. It also retains Spinning Up/Laser Barrage, but it seems to only be targeted in the direction Mimiron is facing during the channel. You must clear out the area in front of him, Laser Barrage still deals massive damage.

The Aerial Command Unit will be using Plasma Ball on its highest aggro target again. It doesn’t seem to have any other abilities.

Melee will not be able to reach the Head, so you’ll need to coordinate your DPS to burn all three units down and make sure they die together. As mentioned melee have to be very conscious of their surroundings, and the entire raid needs to be aware of Laser Barrages. This part of the fight gets really hectic, so just focus and hold on for the kill.

Heal Tips

Phase One

* Healing is easy on MT. Primary damage on MT is Plasma Burst, with occasional land mine damage if it can't be avoided. A beacon on MT seems optimal with paladin watching the raid.

* Napalm Blast appeared best handled by an instant-cast heal (e.g. holy shock) for the initial damage to get the target topped off, then treat the DoT with slower heals and/or HoTs and/or shields.

The range on Napalm Blast is 5 yards, so spread out at least that much. You don't have to move from the fiery graphic effect of Napalm Blast.

* Healers should stand near the middle to cover entire raid, with paladin in direct center of the circular sector.

* Paladin: Holy Shock glyph was very nice for this phase to cover Napalm Blast (which seemed to have a 5 second interval at times).

* Paladin: This phase, and boss in general, is great for using Aura Mastery paired with Fire Resistance Aura. You can enable 260 Fire Resistance for the raid to mitigate some Napalm Blast, mine damage or Plasma Burst on the MT


Phase Two

* Paladin can beacon yourself.

* The periodic Heat Wave is AoE fire damage, but easy to heal through with AE heals. Those heals bounce a lot as the raid is spread around center ring. Including HL Glyph that will splash to many people. Aura Mastery + FR Aura again for good mitigation.

* Rapid Burst is a steady stream of fire damage that's easy to heal.

* Spinning Up can't be healed through. Don't get caught in it.

* Rocket Strike is something he casts seemingly every 10 seconds. If you see a 5-yard red target on the ground: MOVE OUT. About 2 seconds later fire damage will hit that spot, and it hits up to 25k IIRC. Cannot survive unless you're a tank or get lucky. Turn spell effects way up for this fight.


Phase Three

* The paladin can put their beacon on the ranged tank or add tank. Heal the raid and watch out for those two tanks. The add tank can have spikey damage depending on how many Assault Bots are up.

* Raid groups up for AE heals. AoE damage is mostly from the bomb bot adds when they enter the raid. Damage isn't too bad, but this phase is the 2nd most mana/healing intensive phase.

* Paladin: you can easily time your Aura Mastery + FR right before a bomb bot runs into the raid to explode.


Phase Four

* Phase Four is basically Phase One through Three combined.

* Paladin can beacon MT or ranged tank. I chose MT since his damage seemed less. The head piece will be using range attacks on its #1 aggro (i.e. ranged tank).

* Raid damage is pretty high. Avoid mines on ground (ranged people shouldn't have to much move from those). Watch for Rocket Strike effect on ground to move out of. Watch especially for Spinning Up--make the boss your focus so you can see when he casts it, but you still have to tilt your camera up toward the middle piece so you can see what direction the Spinning Up is aiming at.




~~~ GOOD LUCK! ~~~
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